#5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders.
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@@ -92,10 +92,6 @@ varying vec3 var_VertLight;
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varying vec3 var_WorldLight;
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#endif
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#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && defined(USE_SHADOWMAP)
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varying vec4 var_ScreenPos;
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#endif
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#if defined(USE_TCMOD)
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vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
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{
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@@ -133,10 +129,6 @@ void main()
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gl_Position = u_ModelViewProjectionMatrix * position;
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#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && defined(USE_SHADOWMAP)
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var_ScreenPos = gl_Position + vec2(1.0, 0.0).xxyx * gl_Position.w;
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#endif
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#if (defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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vec3 worldLight = attr_LightDirection;
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#endif
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